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3a7eb8c612 |
@@ -70,7 +70,10 @@ everything works except installation and the service worker.
|
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stray thumb can't wipe a live match. It's absent on a fresh match, where there
|
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is nothing yet to wipe.
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- **Pause** freezes mid-turn and resumes exactly where it stopped, delay
|
||||
included. Opening either sheet pauses automatically. The settings sheet leaves
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included. Both halves read **Paused** underneath the delay bar while it is, in
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the same ink as the clock above it, and the play button lights up — so a
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stopped clock can't be mistaken for a running one from either side of the
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||||
board. Opening either sheet pauses automatically. The settings sheet leaves
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||||
it paused — everything in there resets the clocks anyway — while the score
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sheet picks the turn back up when you close it, so glancing at the score
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doesn't cost you a tap on play. It's absent whenever there's no clock running
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@@ -93,7 +96,8 @@ normally restarted — use pause and reset for those.
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Set **Match** in the settings to the number of points you're playing to — 1, 3,
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5 and up to 29. The time you set is *per point*, so a 5-point match at 2:00 a
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point puts 10:00 on each clock, and the settings sheet shows you that sum.
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point puts 10:00 on each clock, and the settings sheet shows you that sum — one
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sum, or one for each player if you've set their times apart.
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Each half reads the state from that player's own side of the board:
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@@ -133,17 +137,33 @@ score down to fit.
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## Settings
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Under **Delay** are three presets — **2m / 12s**, **3m / 12s** and **3m / 15s**.
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Tapping one jumps both timers there and lights it up. Change the time or delay by
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hand and the highlight goes out; land back on a preset's numbers and it comes
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back on.
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Tapping one puts both the time and the delay there and lights it up. Change
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either by hand and the highlight goes out; land back on a preset's numbers and it
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comes back on.
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**Different time per player** — the switch under the Time steppers — gives each
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player their own time *and* their own delay. Turn it on and a second row appears
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under both, labelled **You** for the bottom half of the phone and **Them** for
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the far end, the same way round as the score sheet. Them starts as a copy of You;
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change either from there. Turn it back off and both players go back to whatever
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You says, so You is always the row that survives — set the shared time first and
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split it afterwards, not the other way round.
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The presets are gone while that switch is on. A preset is one pair of numbers and
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there are two players to give it to, so there is nothing sensible for it to mean.
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A handicap match is the point of the switch: give the stronger player less time,
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or take one player's delay down to zero and leave the other's alone.
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| Setting | Range | Default |
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| --- | --- | --- |
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| Match | 1 – 29 points, odd | 1 |
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| Time | 0:15 – 99:00 per point | 3:00 |
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| Delay | 0 – 60 s | 12 s |
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| Time | 0:15 – 99:00 per point, per player | 3:00 |
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| Delay | 0 – 60 s, per player | 12 s |
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| Different time per player | on / off | off |
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| Colour | Sage, Brass, Slate, Teal, Plum | Sage |
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| Sound | on / off | on |
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Sound isn't in the sheet — it's the speaker button in the bar, reachable at any
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time, mid-match included.
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Brass is the colour in the chess.com app, if you want the exact original look.
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Changing match, time or delay resets the clocks — the score is left alone, so you
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@@ -154,7 +174,7 @@ survive closing the tab, force-quitting the installed app and rebooting the
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phone — the app also asks for persistent storage so they aren't evicted when the
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device runs low on space (Chrome honours that request; Safari ignores it).
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Reopening restores the score, both clocks, the move counts, whose turn it is and
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how much delay was left. The one thing it can't restore is time passing while
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how much delay was left — each player's own delay, if you've set them apart. The one thing it can't restore is time passing while
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the app was closed, so it comes back paused rather than charging anyone for the
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gap: a crash shouldn't decide a game.
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@@ -61,6 +61,14 @@ make some moves, force-quit from the task switcher and reopen — everything
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should come back, paused. That is the check that proves the app's storage is
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working, and it fails silently rather than loudly.
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**Let the turn run at least 40 seconds before you quit.** This is the whole
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check, and doing it any faster proves nothing: for the first 12 seconds of a
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turn the delay absorbs everything and the reserve clock is *supposed* to sit
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still, so a clock that has lost its place looks exactly like one that hasn't.
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Quit well past the delay and the time must come back lower than it was at the
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turn switch — and the delay counter must not be sitting at a full 12. That is
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how a broken save hid from this check from 1.0 to 1.3.
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## 5. Commit, tag, push
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```bash
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@@ -12,8 +12,8 @@ android {
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applicationId = "nl.hansdezwart.bgclock"
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minSdk = 26
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targetSdk = 36
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versionCode = 4
|
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versionName = "1.3"
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||||
versionCode = 8
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||||
versionName = "1.7"
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}
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||||
|
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compileOptions {
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||||
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@@ -121,8 +121,15 @@ public class MainActivity extends Activity {
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}
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}
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// forwarded so the page's visibilitychange fires — that is what calls
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// saveGame() and nudges the audio context back after backgrounding
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// Forwarded so the WebView stops its timers, animations and audio while the
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// app is in the background, and picks them up again on return.
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//
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// This does NOT drive the page's visibilitychange — an earlier comment here
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// claimed it did, and the saved match quietly depended on that being true.
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// Document visibility follows the WebView's view and window visibility, not
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// this call, so the page can be killed without ever hearing about it. The
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// page no longer relies on being told: it writes the match to localStorage
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// once a second while a clock is running.
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@Override
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protected void onPause() {
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super.onPause();
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@@ -0,0 +1,4 @@
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Fixes a match not coming back correctly after the app is force-quit. The clock
|
||||
returned to where it stood at the last turn change, losing the time spent on
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the turn that was interrupted. The match is now written down once a second
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while a clock is running, so at most a second can be lost.
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@@ -0,0 +1 @@
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Added a 'Paused' indicator when the clock is paused.
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@@ -0,0 +1 @@
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Rationalised the settings page and added the option to set a different time and delay per player.
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@@ -0,0 +1 @@
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Change the score icon to a tally.
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|
Before Width: | Height: | Size: 67 KiB After Width: | Height: | Size: 67 KiB |
|
Before Width: | Height: | Size: 117 KiB After Width: | Height: | Size: 117 KiB |
|
Before Width: | Height: | Size: 178 KiB After Width: | Height: | Size: 174 KiB |
|
Before Width: | Height: | Size: 77 KiB After Width: | Height: | Size: 76 KiB |
@@ -182,6 +182,49 @@
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||||
text-align:right;
|
||||
}
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||||
|
||||
/* ---------- paused ----------
|
||||
A stopped clock used to look exactly like a running one: the panel keeps its
|
||||
accent, and the delay bar simply freezes mid-drain. The only tell was the
|
||||
play glyph in the bar — small, grey, and upside down for one of the two
|
||||
players. So both halves say it in words.
|
||||
|
||||
Hung off the delay row rather than added to .stack, so the big clock does
|
||||
not move a pixel when the clock stops — the same promise .btn--vacant makes
|
||||
in the bar, and the reason .delay fades rather than hides. It also cannot
|
||||
live *inside* .delay: that is opacity:0 whenever no delay is running, and a
|
||||
child can never be more opaque than its parent, which would lose the word on
|
||||
the waiting half, on a spent delay, and at a delay of 0. */
|
||||
.foot{position:relative}
|
||||
.paused{
|
||||
position:absolute;
|
||||
top:100%;
|
||||
left:50%;
|
||||
/* the bar and its number sit dead centre of the panel (see .dnum), so
|
||||
centring on that row centres on the panel, whatever the count reads */
|
||||
transform:translateX(-50%);
|
||||
/* a clear step below the bar rather than .stack's gap: near enough to belong
|
||||
to the delay row, far enough not to crowd it */
|
||||
margin-top:clamp(21px,5.8vw,41px);
|
||||
white-space:nowrap;
|
||||
line-height:1;
|
||||
/* Wider than the delay bar, narrower than the clock — the band is tighter
|
||||
than it sounds, since "3:00" is only about 2.2x the bar. The crossovers
|
||||
are .track's own (20vw between 360 and 700px wide), so the word holds its
|
||||
proportion to the bar at every size instead of drifting at the ends.
|
||||
Part of the width comes from the tracking rather than the glyph size:
|
||||
spaced letters carry "held" without shouting over the clock. */
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||||
font-size:clamp(34px,9.4vw,66px);
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||||
font-weight:700;
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||||
letter-spacing:.08em;
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||||
/* no colour of its own: it inherits the panel's, which is what the clock and
|
||||
the delay count are already wearing. Each theme picks its own --accent-ink
|
||||
(white on most of them), so the word follows the palette without a rule
|
||||
per theme, and the paused half never has two different inks on it. */
|
||||
opacity:0;
|
||||
transition:opacity .16s ease;
|
||||
}
|
||||
.paused.on{opacity:1}
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||||
|
||||
/* ---------- control bar ---------- */
|
||||
.bar{
|
||||
background:var(--bar);
|
||||
@@ -199,6 +242,9 @@
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||||
cursor:pointer;
|
||||
}
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||||
.btn:active{color:var(--icon-hot)}
|
||||
/* the way back from a paused clock, lit like a held Reset: the bar is the only
|
||||
thing either player can act on while the clocks are stopped */
|
||||
#playpause.lit{color:var(--icon-hot)}
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||||
.btn[aria-pressed="false"]{color:#5E5954}
|
||||
.btn svg{width:clamp(23px,6.4vw,32px);height:auto;display:block}
|
||||
.btn svg[hidden]{display:none}
|
||||
@@ -323,8 +369,33 @@
|
||||
border-top:1px solid var(--sheet-line);
|
||||
}
|
||||
.row:first-of-type{border-top:0}
|
||||
.row[hidden]{display:none} /* .row's own display would otherwise win */
|
||||
.row h2{font-size:15px;font-weight:600;letter-spacing:.01em}
|
||||
.row p{font-size:12.5px;color:var(--sheet-dim);margin-top:3px;line-height:1.35}
|
||||
/* the Time copy puts its two sums on a line of their own when the players are
|
||||
set apart; everything else here has no newline in it and is unaffected */
|
||||
#p-time{white-space:pre-line}
|
||||
|
||||
/* Time and Delay each hold one stepper, or two when the players are set
|
||||
separately. The second row is added rather than the first relabelled, so
|
||||
the row a player already knows keeps its place and its numbers. */
|
||||
.sides{display:flex;flex-direction:column;gap:10px}
|
||||
.side{display:flex;align-items:center;justify-content:flex-end;gap:10px}
|
||||
.side[hidden]{display:none} /* .side's own display would otherwise win */
|
||||
/* pushed left against the stepper's right edge, so both rows' steppers line
|
||||
up whatever the two labels measure */
|
||||
.who{font-size:15px;font-weight:600;color:var(--sheet-dim);margin-right:auto}
|
||||
/* nobody to tell apart while there is one row, and the label would only be
|
||||
one more word to read */
|
||||
.sheet:not(.split) .who{display:none}
|
||||
/* a labelled stepper pair can't share a line with the heading at any width;
|
||||
scoped to .split so the shared sheet keeps exactly the layout it had */
|
||||
.sheet.split .row--wide,.sheet.split .row--delay{flex-direction:column;align-items:stretch}
|
||||
|
||||
/* the switch sits above the two rows it governs, so it reads as the thing
|
||||
that decides their shape rather than as one more Time control */
|
||||
.onoff-ctl{display:flex;align-items:center;gap:10px}
|
||||
.onoff-ctl span{font-size:13px;color:var(--sheet-dim)}
|
||||
|
||||
/* a minutes+seconds stepper is 302px wide, so it can't share a line with a
|
||||
label on any phone — stack it under one instead of overflowing the sheet */
|
||||
@@ -432,10 +503,13 @@
|
||||
<div class="stack">
|
||||
<div class="time" data-time>3:00</div>
|
||||
<div class="out" data-out hidden>Out of<br>time</div>
|
||||
<div class="foot">
|
||||
<div class="delay" data-delay>
|
||||
<span class="track"><i class="fill" data-fill></i></span>
|
||||
<span class="dnum" data-dnum>15</span>
|
||||
</div>
|
||||
<div class="paused" data-paused>Paused</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
@@ -462,10 +536,13 @@
|
||||
<span class="gap"></span>
|
||||
<button class="btn" id="score" aria-label="Score" hidden>
|
||||
<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2.1" stroke-linecap="round" stroke-linejoin="round">
|
||||
<rect x="4" y="3" width="16" height="18" rx="2.6"/>
|
||||
<path d="M12 7.5v10"/>
|
||||
<path d="M7.6 10.6h2.6"/><path d="M13.8 10.6h2.6"/>
|
||||
<path d="M7.6 14.6h2.6"/><path d="M13.8 14.6h2.6"/>
|
||||
<!-- a tally: three uprights and the fifth-mark slash. Three rather than
|
||||
four, and the slash kept inside their span, because at 23px a fourth
|
||||
upright closes the gaps and the whole thing reads as a picket fence.
|
||||
It is the one score mark that needs no box around it to explain
|
||||
itself, and it stays a tally seen from the far side of the board. -->
|
||||
<path d="M6.5 6v12"/><path d="M12 6v12"/><path d="M17.5 6v12"/>
|
||||
<path d="M4 18.5L20 5.5"/>
|
||||
</svg>
|
||||
</button>
|
||||
<span class="gap"></span>
|
||||
@@ -498,10 +575,13 @@
|
||||
<div class="stack">
|
||||
<div class="time" data-time>3:00</div>
|
||||
<div class="out" data-out hidden>Out of<br>time</div>
|
||||
<div class="foot">
|
||||
<div class="delay" data-delay>
|
||||
<span class="track"><i class="fill" data-fill></i></span>
|
||||
<span class="dnum" data-dnum>15</span>
|
||||
</div>
|
||||
<div class="paused" data-paused>Paused</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
@@ -524,34 +604,75 @@
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row">
|
||||
<div>
|
||||
<h2>Different time per player</h2>
|
||||
<p>Sets the delay separately too.</p>
|
||||
</div>
|
||||
<div class="onoff-ctl">
|
||||
<span>Off</span>
|
||||
<button class="toggle" id="t-split" role="switch" aria-checked="false" aria-label="Different time per player"></button>
|
||||
<span>On</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row row--wide">
|
||||
<div>
|
||||
<h2>Time</h2>
|
||||
<p id="p-time">Reserve time per point.</p>
|
||||
</div>
|
||||
<div class="sides">
|
||||
<div class="side">
|
||||
<span class="who">You</span>
|
||||
<div class="stepper">
|
||||
<button class="step" data-time-adj="-60">–</button>
|
||||
<span class="val"><span id="v-min">3</span><span class="unit">min</span></span>
|
||||
<button class="step" data-time-adj="60">+</button>
|
||||
<button class="step" data-time-adj="-15" style="margin-left:8px">–</button>
|
||||
<span class="val"><span id="v-sec">00</span><span class="unit">sec</span></span>
|
||||
<button class="step" data-time-adj="15">+</button>
|
||||
<button class="step" data-time-adj="-60" data-who="1">–</button>
|
||||
<span class="val"><span data-v="min" data-who="1">3</span><span class="unit">min</span></span>
|
||||
<button class="step" data-time-adj="60" data-who="1">+</button>
|
||||
<button class="step" data-time-adj="-15" data-who="1" style="margin-left:8px">–</button>
|
||||
<span class="val"><span data-v="sec" data-who="1">00</span><span class="unit">sec</span></span>
|
||||
<button class="step" data-time-adj="15" data-who="1">+</button>
|
||||
</div>
|
||||
</div>
|
||||
<div class="side" data-them-row hidden>
|
||||
<span class="who">Them</span>
|
||||
<div class="stepper">
|
||||
<button class="step" data-time-adj="-60" data-who="0">–</button>
|
||||
<span class="val"><span data-v="min" data-who="0">3</span><span class="unit">min</span></span>
|
||||
<button class="step" data-time-adj="60" data-who="0">+</button>
|
||||
<button class="step" data-time-adj="-15" data-who="0" style="margin-left:8px">–</button>
|
||||
<span class="val"><span data-v="sec" data-who="0">00</span><span class="unit">sec</span></span>
|
||||
<button class="step" data-time-adj="15" data-who="0">+</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row">
|
||||
<div class="row row--delay">
|
||||
<div>
|
||||
<h2>Delay</h2>
|
||||
<p>Free seconds each turn. Never carries over.</p>
|
||||
</div>
|
||||
<div class="sides">
|
||||
<div class="side">
|
||||
<span class="who">You</span>
|
||||
<div class="stepper">
|
||||
<button class="step" data-delay-adj="-1">–</button>
|
||||
<span class="val"><span id="v-delay">15</span><span class="unit">sec</span></span>
|
||||
<button class="step" data-delay-adj="1">+</button>
|
||||
<button class="step" data-delay-adj="-1" data-who="1">–</button>
|
||||
<span class="val"><span data-v="delay" data-who="1">15</span><span class="unit">sec</span></span>
|
||||
<button class="step" data-delay-adj="1" data-who="1">+</button>
|
||||
</div>
|
||||
</div>
|
||||
<div class="side" data-them-row hidden>
|
||||
<span class="who">Them</span>
|
||||
<div class="stepper">
|
||||
<button class="step" data-delay-adj="-1" data-who="0">–</button>
|
||||
<span class="val"><span data-v="delay" data-who="0">15</span><span class="unit">sec</span></span>
|
||||
<button class="step" data-delay-adj="1" data-who="0">+</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="row row--presets">
|
||||
<div class="row row--presets" id="row-presets">
|
||||
<div>
|
||||
<h2>Preset time limits</h2>
|
||||
<p>Quickly pick a setting.</p>
|
||||
@@ -571,16 +692,7 @@
|
||||
<div class="swatches" id="swatches" role="radiogroup" aria-label="Colour"></div>
|
||||
</div>
|
||||
|
||||
<div class="row">
|
||||
<div>
|
||||
<h2>Sound</h2>
|
||||
<p>Turn change, delay expiry, time out.</p>
|
||||
</div>
|
||||
<button class="toggle" id="t-sound" role="switch" aria-checked="true" aria-label="Sound"></button>
|
||||
</div>
|
||||
|
||||
<button class="done" id="done">Done</button>
|
||||
<p class="hint">Changing match, time or delay resets the clocks. The score is left alone.</p>
|
||||
</div>
|
||||
|
||||
<div class="sheet" id="scoresheet" role="dialog" aria-modal="true" aria-label="Score">
|
||||
@@ -639,8 +751,7 @@
|
||||
</div>
|
||||
|
||||
<button class="done" id="score-done">Done</button>
|
||||
<p class="hint">Changing the score starts a new game: moves back to zero, turn back to
|
||||
the first tap. The clocks keep their times.</p>
|
||||
<p class="hint" id="p-score-hint"></p>
|
||||
</div>
|
||||
|
||||
<script>
|
||||
@@ -670,24 +781,46 @@
|
||||
{ id:"plum", accent:"#8A7396", ink:"#FFFFFF", mute:.77 }
|
||||
];
|
||||
|
||||
/* The limits the steppers enforce, kept here because the load path needs them
|
||||
too: bg.base.them and bg.delay.them can arrive from a half-upgraded install,
|
||||
and a corrupt reserve makes a clock that can never flag. */
|
||||
var LIMIT = { base: [15000, 99 * 60000], delay: [0, 60000] };
|
||||
function clampTimer(which, ms){
|
||||
var l = LIMIT[which];
|
||||
return isFinite(ms) ? Math.min(l[1], Math.max(l[0], ms)) : l[0];
|
||||
}
|
||||
|
||||
/* base and delay are per side, indexed like st.reserve and the panels: 1 is
|
||||
the bottom half ("you"), 0 the far end ("them"), the same way round as the
|
||||
score sheet. They are arrays whether or not the setting is split — split is
|
||||
a fact about the sheet, not about the clock, so nothing downstream of here
|
||||
has to ask. Shared is simply the state where the two entries are equal.
|
||||
|
||||
bg.base and bg.delay keep meaning what they always did, which is side 1, so
|
||||
an older build reading this storage still finds its own settings, and an
|
||||
install that predates the split lands symmetric. */
|
||||
var split = store.get("bg.split", "0") === "1";
|
||||
var yBase = clampTimer("base", store.num("bg.base", 180000));
|
||||
var yDelay = clampTimer("delay", store.num("bg.delay", 12000));
|
||||
var cfg = {
|
||||
base: store.num("bg.base", 180000), // reserve per point
|
||||
delay: store.num("bg.delay", 12000),
|
||||
base: [split ? clampTimer("base", store.num("bg.base.them", yBase)) : yBase, yBase],
|
||||
delay: [split ? clampTimer("delay", store.num("bg.delay.them", yDelay)) : yDelay, yDelay],
|
||||
split: split,
|
||||
points: store.num("bg.points", 1), // match length, odd, 1..29
|
||||
theme: store.get("bg.theme", "sage"),
|
||||
sound: store.get("bg.sound", "1") === "1"
|
||||
};
|
||||
if(!(cfg.points >= 1 && cfg.points <= 29 && cfg.points % 2 === 1)) cfg.points = 1;
|
||||
|
||||
// a match to N points is worth N times the per-point reserve
|
||||
function matchTime(){ return cfg.base * cfg.points; }
|
||||
// a match to N points is worth N times that side's per-point reserve
|
||||
function matchTime(i){ return cfg.base[i] * cfg.points; }
|
||||
|
||||
/* ============ state ============ */
|
||||
var IDLE = 0, RUN = 1, PAUSE = 2, FLAG = 3;
|
||||
var st = {
|
||||
phase: IDLE,
|
||||
active: -1,
|
||||
reserve: [matchTime(), matchTime()], // reserve banked at the start of the current turn
|
||||
reserve: [matchTime(0), matchTime(1)], // reserve banked at the start of the current turn
|
||||
score: [0, 0], // match points, by side
|
||||
moves: [0, 0],
|
||||
turnAt: 0, // performance.now() when the turn began
|
||||
@@ -709,7 +842,8 @@
|
||||
scoreLines: [].slice.call(p.querySelectorAll(".line:not(.line--moves)")),
|
||||
delay: p.querySelector("[data-delay]"),
|
||||
fill: p.querySelector("[data-fill]"),
|
||||
dnum: p.querySelector("[data-dnum]")
|
||||
dnum: p.querySelector("[data-dnum]"),
|
||||
paused: p.querySelector("[data-paused]")
|
||||
};
|
||||
});
|
||||
var btnPlay = document.getElementById("playpause");
|
||||
@@ -808,7 +942,7 @@
|
||||
}
|
||||
// how much of this turn has already come off the reserve (0 while the delay runs)
|
||||
function consumed(i){
|
||||
return isLive(i) ? Math.max(0, elapsed() - cfg.delay) : 0;
|
||||
return isLive(i) ? Math.max(0, elapsed() - cfg.delay[i]) : 0;
|
||||
}
|
||||
// the number the panel is showing, which is what the score sheet edits
|
||||
function shownTime(i){
|
||||
@@ -824,7 +958,7 @@
|
||||
return st.phase === IDLE && st.active === -1 &&
|
||||
st.moves[0] === 0 && st.moves[1] === 0 &&
|
||||
st.score[0] === 0 && st.score[1] === 0 &&
|
||||
st.reserve[0] === matchTime() && st.reserve[1] === matchTime();
|
||||
st.reserve[0] === matchTime(0) && st.reserve[1] === matchTime(1);
|
||||
}
|
||||
|
||||
/* ---- write only on change ----
|
||||
@@ -856,10 +990,10 @@
|
||||
var main = st.reserve[i], dLeft = 0;
|
||||
|
||||
if(live){
|
||||
if(e < cfg.delay){
|
||||
dLeft = cfg.delay - e;
|
||||
if(e < cfg.delay[i]){
|
||||
dLeft = cfg.delay[i] - e;
|
||||
}else{
|
||||
main = st.reserve[i] - (e - cfg.delay);
|
||||
main = st.reserve[i] - (e - cfg.delay[i]);
|
||||
if(!st.ticked && st.phase === RUN){ st.ticked = true; sndTick(); }
|
||||
}
|
||||
}
|
||||
@@ -878,14 +1012,19 @@
|
||||
setText(el[i].them, st.score[1 - i]);
|
||||
setText(el[i].target, cfg.points);
|
||||
|
||||
var showDelay = live && cfg.delay > 0 && dLeft > 0;
|
||||
var showDelay = live && cfg.delay[i] > 0 && dLeft > 0;
|
||||
el[i].delay.classList.toggle("on", showDelay); // no-op when already right
|
||||
if(showDelay){
|
||||
// the bar really does move every frame, but transform is compositor-only
|
||||
setStyle(el[i].fill, "transform", "scaleX(" + (dLeft / cfg.delay).toFixed(4) + ")");
|
||||
setStyle(el[i].fill, "transform", "scaleX(" + (dLeft / cfg.delay[i]).toFixed(4) + ")");
|
||||
setText(el[i].dnum, Math.ceil(dLeft / 1000));
|
||||
}
|
||||
|
||||
// both halves, not just the one whose turn it is: the waiting player's
|
||||
// clock is stopped too, and they are the one who can't read the bar's
|
||||
// play glyph the right way up
|
||||
el[i].paused.classList.toggle("on", st.phase === PAUSE);
|
||||
|
||||
setAttr(el[i].root, "data-state",
|
||||
(st.phase === FLAG && i === st.active) ? "flagged"
|
||||
: (i === st.active && st.phase !== IDLE) ? "active" : "idle");
|
||||
@@ -901,6 +1040,7 @@
|
||||
// nothing running to pause: before a game's first tap, and after a flag,
|
||||
// where togglePause is inert anyway — the game is over, Reset is the way out
|
||||
btnPlay.classList.toggle("btn--vacant", st.phase === IDLE || st.phase === FLAG);
|
||||
btnPlay.classList.toggle("lit", st.phase === PAUSE);
|
||||
}
|
||||
|
||||
function loop(){ render(); requestAnimationFrame(loop); }
|
||||
@@ -937,7 +1077,7 @@
|
||||
// the same instant charges the outgoing turn and starts the incoming one,
|
||||
// so nothing falls between the two and goes to neither player
|
||||
var e = now - st.turnAt;
|
||||
st.reserve[side] = Math.max(0, st.reserve[side] - Math.max(0, e - cfg.delay));
|
||||
st.reserve[side] = Math.max(0, st.reserve[side] - Math.max(0, e - cfg.delay[side]));
|
||||
st.moves[side]++;
|
||||
st.active = 1 - side;
|
||||
st.turnAt = now;
|
||||
@@ -993,7 +1133,7 @@
|
||||
// clocks back to full for the match length; the score is not this function's business
|
||||
function resetClocks(){
|
||||
cancelHold();
|
||||
st.reserve = [matchTime(), matchTime()];
|
||||
st.reserve = [matchTime(0), matchTime(1)];
|
||||
newGame();
|
||||
saveGame();
|
||||
}
|
||||
@@ -1047,15 +1187,32 @@
|
||||
st.active = g.active;
|
||||
st.phase = g.phase === RUN ? PAUSE : g.phase;
|
||||
st.held = st.phase === PAUSE ? g.held : 0;
|
||||
st.ticked = st.held > cfg.delay; // don't re-tick a delay that already expired
|
||||
// the delay that matters is the one belonging to whoever's turn it was;
|
||||
// active is legitimately -1 here, which has no delay to compare against
|
||||
st.ticked = st.active >= 0 && st.held > cfg.delay[st.active];
|
||||
if(st.phase === PAUSE && st.active < 0) st.phase = IDLE; // can't be mid-turn with no turn
|
||||
}
|
||||
|
||||
// the only hooks iOS reliably fires before killing an app
|
||||
// The hooks iOS fires before killing an app. Android's WebView is the problem
|
||||
// child: neither of these is guaranteed there, whatever MainActivity's
|
||||
// onPause() forwarding suggests, and when they don't fire the newest save is
|
||||
// the one tap() wrote — which carries held ≈ 0, because tap() sets turnAt and
|
||||
// saves in the same breath. Reopening then hands back the entire turn, and
|
||||
// the bug hides in plain sight: quit inside the delay window and a clock that
|
||||
// correctly hasn't moved looks exactly like a clock that lost its place.
|
||||
document.addEventListener("visibilitychange", function(){
|
||||
if(document.visibilityState === "hidden") saveGame();
|
||||
});
|
||||
window.addEventListener("pagehide", saveGame);
|
||||
// a different signal from visibilitychange, and it does fire when Android's
|
||||
// task switcher opens. saveGame() is idempotent, so an extra call is free
|
||||
window.addEventListener("blur", saveGame);
|
||||
|
||||
// and the one that doesn't depend on being told anything: a second is the
|
||||
// most a force-quit can now cost, which is well inside the delay nobody is
|
||||
// charged for. A timer rather than a hook in loop(), because rAF stops when
|
||||
// the page is hidden — exactly when this matters most.
|
||||
setInterval(function(){ if(st.phase === RUN) saveGame(); }, 1000);
|
||||
|
||||
/* Reset is a hold, not a tap. It used to be two taps inside 2s, and a test
|
||||
user found the button, tapped it once and gave up — which is exactly what
|
||||
@@ -1163,43 +1320,103 @@
|
||||
return Math.floor(s / 60) + ":" + ("0" + (s % 60)).slice(-2);
|
||||
}
|
||||
|
||||
// the settings readouts, by side — the score sheet already owns the obvious
|
||||
// v-you-min / v-them-min ids, and a side index is what data- is for here
|
||||
function readout(name, who){
|
||||
return document.querySelector('[data-v="' + name + '"][data-who="' + who + '"]');
|
||||
}
|
||||
var vals = [0, 1].map(function(who){
|
||||
return { min: readout("min", who), sec: readout("sec", who), delay: readout("delay", who) };
|
||||
});
|
||||
|
||||
// "5 × 3:00 = 15:00" for one side
|
||||
function sum(i){
|
||||
return cfg.points + " × " + clock(cfg.base[i]) + " = " + clock(matchTime(i));
|
||||
}
|
||||
|
||||
function paintSettings(){
|
||||
var s = Math.round(cfg.base / 1000);
|
||||
document.getElementById("v-min").textContent = Math.floor(s / 60);
|
||||
document.getElementById("v-sec").textContent = ("0" + (s % 60)).slice(-2);
|
||||
document.getElementById("v-delay").textContent = Math.round(cfg.delay / 1000);
|
||||
for(var i = 0; i < 2; i++){
|
||||
var s = Math.round(cfg.base[i] / 1000);
|
||||
vals[i].min.textContent = Math.floor(s / 60);
|
||||
vals[i].sec.textContent = ("0" + (s % 60)).slice(-2);
|
||||
vals[i].delay.textContent = Math.round(cfg.delay[i] / 1000);
|
||||
}
|
||||
document.getElementById("v-points").textContent = cfg.points;
|
||||
document.getElementById("p-time").textContent = cfg.points === 1
|
||||
? "Reserve time per point."
|
||||
: "Reserve time per point. " + cfg.points + " × " + clock(cfg.base) +
|
||||
" = " + clock(matchTime()) + " each.";
|
||||
/* At a single point the match total is the per-point time, so there is no
|
||||
sum to introduce and the colon would dangle. Split, the two sums are put
|
||||
on their own line — together they are too long to sit after the label
|
||||
without breaking mid-sum, which reads as one number split in half.
|
||||
The newline needs white-space:pre-line on #p-time. */
|
||||
document.getElementById("p-time").textContent =
|
||||
cfg.points === 1 ? "Reserve time per point."
|
||||
: cfg.split ? "Reserve time per point:\n" + sum(1) + " you, " + sum(0) + " them."
|
||||
: "Reserve time per point: " + sum(1) + " each.";
|
||||
paintSplit();
|
||||
paintMatchChrome();
|
||||
document.getElementById("t-sound").setAttribute("aria-checked", cfg.sound ? "true" : "false");
|
||||
btnSound.setAttribute("aria-pressed", cfg.sound ? "true" : "false");
|
||||
showIcon(btnSound, "on", cfg.sound);
|
||||
showIcon(btnSound, "off", !cfg.sound);
|
||||
paintPresets();
|
||||
}
|
||||
|
||||
/* The presets can only mean one thing for both players, so they go while the
|
||||
two sides can disagree. Everything else here is the sheet rearranging
|
||||
itself; the clock never asks whether the setting is split. */
|
||||
function paintSplit(){
|
||||
sheet.classList.toggle("split", cfg.split);
|
||||
document.getElementById("t-split").setAttribute("aria-checked", cfg.split ? "true" : "false");
|
||||
[].forEach.call(document.querySelectorAll("[data-them-row]"), function(n){
|
||||
if(cfg.split) n.removeAttribute("hidden"); else n.setAttribute("hidden", "");
|
||||
});
|
||||
document.getElementById("row-presets").hidden = cfg.split;
|
||||
}
|
||||
|
||||
/* highlight is derived from cfg, so it clears when you step away from a
|
||||
preset and comes back by itself when you step onto one */
|
||||
preset and comes back by itself when you step onto one. Side 1 is enough:
|
||||
the row is only on show while both sides hold the same numbers. */
|
||||
function paintPresets(){
|
||||
[].forEach.call(document.querySelectorAll(".preset"), function(b){
|
||||
var on = (+b.dataset.base === cfg.base && +b.dataset.presetDelay === cfg.delay);
|
||||
var on = (+b.dataset.base === cfg.base[1] && +b.dataset.presetDelay === cfg.delay[1]);
|
||||
b.setAttribute("aria-pressed", on ? "true" : "false");
|
||||
});
|
||||
}
|
||||
|
||||
/* the one writer for both timers. Shared mode is kept as an equality rather
|
||||
than a special case: write one side, write the other. */
|
||||
function setTimer(which, who, ms){
|
||||
cfg[which][who] = clampTimer(which, ms);
|
||||
if(!cfg.split) cfg[which][1 - who] = cfg[which][who];
|
||||
saveTimers();
|
||||
paintSettings(); resetClocks();
|
||||
}
|
||||
function saveTimers(){
|
||||
store.set("bg.base", String(cfg.base[1]));
|
||||
store.set("bg.delay", String(cfg.delay[1]));
|
||||
store.set("bg.base.them", String(cfg.base[0]));
|
||||
store.set("bg.delay.them", String(cfg.delay[0]));
|
||||
}
|
||||
|
||||
[].forEach.call(document.querySelectorAll(".preset"), function(b){
|
||||
b.addEventListener("click", function(){
|
||||
cfg.base = parseInt(b.dataset.base, 10);
|
||||
cfg.delay = parseInt(b.dataset.presetDelay, 10);
|
||||
store.set("bg.base", String(cfg.base));
|
||||
store.set("bg.delay", String(cfg.delay));
|
||||
// only reachable while shared, so both sides take the preset
|
||||
var base = parseInt(b.dataset.base, 10), d = parseInt(b.dataset.presetDelay, 10);
|
||||
cfg.base = [base, base];
|
||||
cfg.delay = [d, d];
|
||||
saveTimers();
|
||||
paintSettings(); resetClocks();
|
||||
});
|
||||
});
|
||||
|
||||
document.getElementById("t-split").addEventListener("click", function(){
|
||||
cfg.split = !cfg.split;
|
||||
// the same line both ways: Them copies You going in, You wins coming out
|
||||
cfg.base[0] = cfg.base[1];
|
||||
cfg.delay[0] = cfg.delay[1];
|
||||
store.set("bg.split", cfg.split ? "1" : "0");
|
||||
saveTimers();
|
||||
paintSettings(); resetClocks();
|
||||
});
|
||||
|
||||
[].forEach.call(document.querySelectorAll("[data-points-adj]"), function(b){
|
||||
b.addEventListener("click", function(){
|
||||
// stepping by 2 from 1 keeps it odd without any parity juggling
|
||||
@@ -1213,18 +1430,14 @@
|
||||
|
||||
[].forEach.call(document.querySelectorAll("[data-time-adj]"), function(b){
|
||||
b.addEventListener("click", function(){
|
||||
var next = cfg.base + parseInt(b.dataset.timeAdj, 10) * 1000;
|
||||
cfg.base = Math.min(99 * 60000, Math.max(15000, next));
|
||||
store.set("bg.base", String(cfg.base));
|
||||
paintSettings(); resetClocks();
|
||||
var who = parseInt(b.dataset.who, 10);
|
||||
setTimer("base", who, cfg.base[who] + parseInt(b.dataset.timeAdj, 10) * 1000);
|
||||
});
|
||||
});
|
||||
[].forEach.call(document.querySelectorAll("[data-delay-adj]"), function(b){
|
||||
b.addEventListener("click", function(){
|
||||
var next = cfg.delay + parseInt(b.dataset.delayAdj, 10) * 1000;
|
||||
cfg.delay = Math.min(60000, Math.max(0, next));
|
||||
store.set("bg.delay", String(cfg.delay));
|
||||
paintSettings(); resetClocks();
|
||||
var who = parseInt(b.dataset.who, 10);
|
||||
setTimer("delay", who, cfg.delay[who] + parseInt(b.dataset.delayAdj, 10) * 1000);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1234,7 +1447,6 @@
|
||||
paintSettings();
|
||||
if(on){ audio(); sndTick(); }
|
||||
}
|
||||
document.getElementById("t-sound").addEventListener("click", function(){ setSound(!cfg.sound); });
|
||||
btnSound.addEventListener("click", function(){ setSound(!cfg.sound); });
|
||||
|
||||
/* ============ sheets ============ */
|
||||
@@ -1285,6 +1497,10 @@
|
||||
document.getElementById("v-" + p[1] + "-min").textContent = Math.floor(s / 60);
|
||||
document.getElementById("v-" + p[1] + "-sec").textContent = ("0" + (s % 60)).slice(-2);
|
||||
});
|
||||
// the sheet only opens on a match of 3 points or more, so there is always a
|
||||
// target worth naming
|
||||
document.getElementById("p-score-hint").textContent =
|
||||
"Changing the score will start a new game within this match to " + cfg.points + ".";
|
||||
}
|
||||
|
||||
function openScore(){
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/* Cache-first: once installed the clock never touches the network again. */
|
||||
const CACHE = "bgclock-v19";
|
||||
const CACHE = "bgclock-v23";
|
||||
const FILES = [
|
||||
"./",
|
||||
"./index.html",
|
||||
|
||||